I found this extremely effective.
My own dreams have always taken on a more unsettling or nightmarish angle, especially when I was younger, and I've really wanted to bring my dreams to life for others to experience, because they carry a lot of elements that work well in this type of exploratory game, or a game like Penumbra: Black Plague where you have to avoid being spotted by roving creeps and monsters.
I'm really impressed by the attention to Playstation 1 style graphical limitations and the slow tank controls. For a game that isn't asking the player to interact or run from things, tank controls work really well.
I'd be curious to learn what methods you used to craft this.
Thank you! I'm glad to know someone else has these kinds of unsettling dreams that are not necessarily nightmares, but just very ominous in retrospect. I agree tank controls work so well for walking sims! Adds like an extra layer of depth to the walking, you know?
The game is made in Unity btw, I used Modus Interactive's PSX shaders, but I recommend using the Haunted PS1 Render Pipeline! The skyboxes are just tiling images put on a canvas at the far end of the camera's render frustum that rotates when you turn. The PSX shader also had the option to only render things from a short distance and cut it off per polygon which gives it that nice crusty low render distance feel. :)